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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
Introduction

Hello and welcome to my new

And remember: This is just a game. Have fun and stop flaming! :)
Ps. I am not the strongest jungler (my main focus is on top lane) but i will try to explain my experience with jungle anyways.
pps. I am from Denmark so i might have done some misspelling. Just write it down in the comments and i will correct it.




Cost: 65 mana
Range: 700
Cooldown:10/9/8/7/6 second
Damage: 70/110/150/190/230 (+0,6 ability power, + 1 bonus attack damage)


Cost: 30 mana
Range: Melee
Cooldown: 7/6/5/4/3 seconds
Damage: 40/75/110/145/180 (+0,6 ability power)


Range: AOE 375
Cost: 70/75/80/85/90
Cooldown: 18/16/14/12/10 seconds
Damage: 50/75/100/125/150 (+0,5 bonus attack damage)


The active:
Duration: 8 sec
Cost: 100 mana
Cooldown: 80 sec
Armor bonus: 25/35/45 (+0,3 bonus attack damage)
Magic resistance: 25/35/45 (+0,2 ability power)
The passive:
Damage on each 3 hit: 100/160/220 (+0,7 ability power)







Now let me explain why i run those and.
When i play Jax i tend to play very aggressive. Jax is an excellent duelist and excels in 1v1. So i wanna deal some early damage and try to build an advantage.
Offensive:
















Defensive:






Utility:























Alternatives:













For jungle:


Before the lane starts here is a little trick for you. Start buying the standard boots + health pots and then go to defend your jungler. Then go to back to base around 1:24. The moment you then have 35 gold you buy your 4 healing pot and run straight to lane. This way, you get an advantage (most top laners only has 3 healing potions) and you'll not even miss a single creep.
Farm, farm, farm. Keep farming early game. When you're level 3 use



Mid game 11-18 starts around 20 min:
In mid game you keep farming, taking objectives (mentioned in the "Objectives" section), and killing the enemy team. You might start teaming up now and start pushing lanes or maybe even do a baron attempt. Jax is insanely strong in mid game so use this to your advantage.
Late starts around 40 min:
Now you will start to push, baiting, trapping and teamfighting (read my teamfight sector for more info about teamfights. Secure as many objectives you can but after 40 min, remember that dragon is almost useless and Baron is not that important anymore. But still try to stop your enemy from getting it!
Champions who's hard to counter:











When i jungle i usually go wolves --> blue buff --> wraiths --> red buff --> Golems
After blue buff i usually try to gank once with my


Whenever i pass a lane where there is a possibility for ganks i use it and invade whenever you see the enemy jungler (if he is in top jungle invade bot jungle etc.)
Spawn times:
Wolves: 1 min

Wraiths: 1 min

Golems: 1 min

Blue buff: 5 min

Red buff: 5 min

Dragon: 6 min

Baron: 7 min

The key to jungling is having a good map awareness. You have to be able to coordinate gank, come to the right lanes at the right time etc.
Also check out Who is your jungler and what does he do?
All credit goes to Hahano for this guide.
If you want to know HOW you gank check this guide
A few facts about minions
Caster minions:
Initially worth 16 gold but increases with 0,5 gold each 3 min
Melee minions:
Initially worth 22 gold but increases with 0,5 gold each 3 min.
Siege minions:
Initially worth 27 gold but increases with 1 gold each 3 min.
Super minions:
Same as Siege minions just stronger
See also Ciderhelm's minion guide
Turret: When you destroy a turret you give 150 to all members of your team

Inhibitors: Inhibitors only gives 50 gold when destroyed but you will spawn super minions which makes pushing much easier

Blue buff gives a mana/energy regen buff and a cooldown buff. Very strong to have and when possible you should try to steal the enemy blue buff. If you kill an enemy having this buff, you'll get the buff full duration. The duration of the buff is 2:30. The spawn time of the buff is 5 min.

Red buff gives a buff which slows and gives damage. This buff should also be stolen when possible and you'll recieve it yourself if you kill an enemy who has this buff. The spawn time is 5 min and the duration is 2:30.

Dragon gives 190 gold for your entire team.

Baron Nashor gives the strongest buff in the game. You get a lot of regeneration and 40 AD and 40 AP. The spawn time is 7 min and you get 300 gold for your whole team in you kill Baron. The duration for the buff is 4 min but if you kill an enemy with this buff you won't get the buff yourself

If you have to trade objectives:
Baron is worth the same as inhibitors because both gives pushing power. Of course it depends on your situation but generally it's worth the same. You just have to remember that baron gives a lot of gold too so it's not always worth trading baron for inhibitor.
In my oppinion blue buff is worth slightly more than red buff because of the huge cooldown reduction and the huge regeneration which open up the possibility for more poke and faster push
Dragon is worth slightly more than turrets. Turrets gives only 150 gold to each player and dragon gives 190 gold to each player. But you don't have to defend a dragon age later in the game it's easy to push down the turrets.
This is a very decent video showing where and why to ward. If you're not very interrested in why you should in these specific locations this picture shows it very well

Wards are also very important for Jax for a very special reason. Jax's

Jax Ward-jump



If you are top and your mid laner is pushed to his turret, try to push your own opponent to his turret, then run down mid and try to gank. Then 2 things can happen:
You gank and therefor take the pressure off you mid laner
He sees you because of ward and run away, but that still takes the pressure off your midlaner and he can start pushing the other way.
You should also look to roam if you're loosing your lane hard and your opponent is denying you farm. Because then you should try to make your other lanes get ahead.
Of course if the enemies AD or AP carry is very fed compared to you, you only have 1 job. Kill him or at least draw his fire for as long as possible.
So you should push when:
-When you go back, because it prevents your enemy to push till your own turret
-When your enemy go back to base. This denies him a lot of creeps
-When your jungler is close around level 10 or so. Then you can easily dive him.
You shouldn't push when:
-You're ahead. If you're ahead you should freeze the lane close to your own turret so your enemy can't farm.
-If you have no ward and you fear the enemy jungler
-If you're weaker than your enemy. Then he'll just freeze his lane close to his turret and you will come even further behind.
Wickd's livestream
If you're more into jungling go watch CLG Snoopeh. He is also playing for the european CLG and is a very strong jungler.
Snoopeh's livestream
Thanks to CLG Snoopeh for learning me the jungle mechanics
Thanks to JhoiJhoi. Her epic guide "how to make a guide" can be found here
Thanks to Synagami for his jungle pictures. Here is his guide Synagami's jungle guide
Thanks to Hahano for his guide about jungling
Thanks to TeamLolgasm for their Warding guide. All credit should go to TeamLoLgasm and should be directed to them and not me.
Thanks to Phreak for making me want to play Jax with his awesome spotlight
Thanks to KuryokuVideos for his Jax Ward-Jumps
Thanks to Houston Bulanadi for his warding picture. Here is a link to his guide
Thanks to Ciderhelm for his minion guide
Thanks to IceCreamy for her guide how to make columns
Thanks to Crisis for some tips. Take a look at his Alistar build
Thanks to RiceEskimo for his how to gank guide
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